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Use animation capture for walk cycles, attacks, idle loops, effects, and any object that needs multiple frames.

Setup

1

Turn on Animation

In the PixelateCaptureManager inspector, check the Animation section. This switches the capture from static image to animation.
2

Assign an animated target

Set Target to the GameObject that has the Animator used by your clips. When the capture manager is selected, Pixelate isolates the target and its children so other scene objects do not appear in previews or captures.
3

Add source clips

Add one or more entries to Source Clips. Each entry has a clip and a speed value.
4

Set frames per second

Choose how many frames Pixelate samples per second of animation. The default is 12.
5

Preview frames

Use Preview Frame and the preview controls to check poses before capture.
6

Click Capture

Pixelate captures every Source Clip and exports each one into its own folder.
If Animation is enabled but no Source Clips are assigned, Pixelate falls back to a static image capture.

Output

For a target named Hero and a clip named Run, Pixelate creates: Pixelate imports each atlas as a multiple-sprite texture and slices only the frames used by the clip.

Atlas size

Pixelate arranges frames in a square grid.
The atlas must stay at or below 4096 x 4096. If validation blocks capture, lower Frames Per Second, reduce Cell Size, increase clip speed, or split the animation into shorter clips.

Source clip speed

Speed changes how quickly Pixelate samples that clip:
Animation capture requires an Animator on the target when Source Clips are assigned.

Next: Export and slicing

Learn where Pixelate writes animation atlases, how frames are sliced, and how matching normal maps are linked.